For me at least, the most interesting aspect of the world of GURPS Technomancer®(which
should have its own book IMHO) is the Astromancy based space program,
of which the TRAILBLAZER project is the most intriguing (and least
referenced) manned mission. There are only two mutually contradictory
references to a Mars mission in the book; in the timeline [T12] ("1996
... U.S. Mars mission announced for 1999; will use ion
rockets") and at the end of the "Trips in Space" sidebar
[T108] ("The Trailblazer is in the final stages of construction. She
uses a nuclear rocket engine and an onboard NEMA reactor, and will
carry 21 people on a Mars mission intended to set up a permanent
base."). Below are some questions, speculations and suggestions based
on this that could be used in an adventure. Feel free to comment on,
discuss and add to the list.
BASIC DESIGN: There are three basic ship/mission design
options available for Trailblazer, each with its own advantages and
disadvantages. Note that the ship's power sysytem provides most of its
teleportation capability, so that its final disposition is of the utmost
importance.
NO LANDER: All material and personnel for the base will be
teleported to the Martian surface from orbit and the ship is left
behind as a communications relay and staging area for future missions.
While this will greatly simplify vehicle design, the ship will have to
carry a portable power system for the base to use until a relief
mission with more materiel can arrive and leaves a valuable resource
slightly out of reach.
ORBITER/LANDER: Except for the main propulsion system and
the Astromancy Control Stations (see [3b] below)
which will be in the lander, most of material and personnel for the
base will be teleported to the Martian surface from orbit. Once this is
done, the lander will go down to the surface and become the command and
control center for the base while the orbiter will be left behind as a
communications relay and staging area for future missions.
MARS DIRECT: Everything goes down in the lander with perhaps
the exception of a satellite left behind as a communications relay.
This has the advantage of simplicity of design and maximum utilization
of resources, but requires a much larger propulsion system to land the
entire assembly. (This could be reduced by orbiting the vehicle and
teleporting most of material and personnel for the base to the Martian
surface before landing.) As with option (b) above, the lander will
become the base C&C.
SPACE RADIATION: Acording to a GURPSNet archives article on
radiation
dose rate in Earth-orbit [(c) 1993, 1996 by Sean Barret], beyond
Earth's radiation belts, "You need eighteen inches (50cm) of lead to
drop that annual dose to a legal level in the US for continuous
habitation." Given that half an inch of lead has a PF of 2 [T44], that
equals a total PF of over 68.7 BILLION (2^36). Even if the crew constantly
weres Resist Radiation Talismans, that only shaves five
inches (14%) off the shield requirement
This more than anything else promotes the sleeper ship concept; by
rotating a skeleton crew (and no, I don't mean real skeletons)
through Suspended Animation in a shielded "storm cellar," the
amount of shielding required would be greatly reduced. My calculations
indicate that inside a 4mm aluminum shell the radiation level is 74.3
rads/day, which even with the PF 1,000 RRT described
below means a HT roll for radiation sickness every 13.5 days.
Fortunately, the medical officer could cast the Cure Radiation spell
[T38] to reduce each crew member's lifetime accumulated dose during
routine physicals.
Resist Radiation Talismans (or RRTs) are worn by
people who regularly work in "hot" environments (ie. NEMA
power plants, radiology departments, contaminated areas [ie. waste
dumps,fallout zones] and high orbit). They are often in the form of an
enchanted dosimeter or film badge to better keep track of actual
exposure and are worn under HAZmat or pressure suits for additional
protection. They come in three standard strengths: PF 10 (1,500 points,
$75k) for light exposure, PF 100 (2,000 points, $100k) for medium
exposure and PF 1,000 (3,000 points, $150k) for heavy exposure. (The
dollar cost reflects thr Industrial Enchantment cost; procurement and
retail prices will be higher.) The PF of the first two versions may be
boosted to a higher level either by using the wearer's own fatigue or
by wearing it in a higher than normal mana area (which many
"hot" zones naturally are).
POWER SYSTEMS: While a NEMA reactor is specified above, an
equivalent ERTG powerslice has 1/8th the mass, 1/16th the volume and 39%
the cost per KW and 7× the duration; four very important
considerations when designing a spacecraft that is to be the core of a
permanent settlement. This isn't too surprising, since real RTGs are often
used in deep space probes that travel to the outer solar system. As a 1 hex
(85 cf) unit is the largest that can be shielded by a PF 1,000 RRT, I
decided the optimal size was a 46 FP/second unit at 8,305 lbs., 83.05 cf,
$4,302,500 and 8.28 MW.
The main problem with using ERTGs is the radiation leakage; if a
backpack unit (36 kw) radiates 0.1 rad/hours, how much would a one hex
unit produce? What kind of shielding would be required to reduce
exposure to acceptable levels?
Each standard Astromancer (Magery 3, HT 11 as per T71-73) can Draw
up to 24.75 MW of mana enriched power or 137.5 FP/second. This is
slightly less (90 KW to be exact) than the output of three standard
ERTG units described above. Add to this a 50 point Powerstone, a
4" crystal ball, a computer terminal with a VR helmet (as per the
Practical Astromancy sidebar on T107), a roomy crew station with
bridge access, a 1.5 hex work area and access space for the ERTGs, and
we had an Astromancy Control Station (ACS) suitable for high
power spell casting and Q&D Enchantment (2 spaces, 12.5 tons and
$21.9786M, $9M of which is for the 0-quirk powerstone).
Using NASA's Safe Energy policy, the above Astromancer with a
Teleport Other skill of 18 (adjusted to 17 for having Draw Power on)
can teleport 300 lbs. from or to low orbit (100 to 999.99 miles)
without using a powerstone or up to 500 lbs. using it. To teleport a
person (max. load 200 lbs. with a spacesuit) to Mars synchronus orbit
(approx. 10,000 miles) requires 180 FP, meaning that the Astromancer
must draw on the powerstone for the difference. (This assumes s/he is
familiar with the target. See the table below for the "safe"
base energies at modified skill levels and adjust for the load facter
as per M71.)
NASA SAFE ENERGY POLICY BASE COSTS TABLE
Range
(mi.)
Base
<- Safe Energy for Modified Teleport Spell Skill
->
From
Under
Cost
15
16
17
18
19
20
21
22
23
24
2
10
8
24
16
13
12
10
8
8
8
8
8
10
100
9
36
27
18
15
13
11
9
9
9
9
100
1k
10
50
40
30
20
16
14
12
10
10
10
1k
10k
11
66
55
44
33
22
18
16
14
11
11
10k
100k
12
84
72
60
48
36
24
20
17
15
12
100k
1M
13
104
91
78
65
52
39
26
21
19
16
1M
10M
14
126
112
98
84
70
56
42
28
23
20
10M
100M
15
150
135
120
105
90
75
60
45
30
24
100M
1G
16
176
160
144
128
113
96
80
64
28
32
1G
10G
17
204
187
170
153
136
119
102
85
68
51
According to the table above, it is theoretically possible for the
Average Astromancer on Earth to teleport a small package (<50 lbs.)
or themselves into the sun using the Astromancy Control
Stationdescribed in part (b). It follows that
it would be possible to do the same between Earth and Mars when the
distance between them is < 100 million miles.
PROPULSION: The main reason to prefer TL7 fission rockets over
ion drives is the type of reaction mass; cadmium is expensive, extremely
toxic and must be part of the launch mass while water is cheap, safe and
(most importantly) can be created enroute by any Astromancer in virtually
unlimited quantities using Create Water and Draw Power spells.
Theoretically each megawatt of mana enriched power could create enough
water to provide ten tons of thrust, with the only limitations being the
number, health and endurance of the Astromancers available. However, as the
rocket is essentially a nuclear reactor, a Pentagram spell should be cast
on it to prevent a Hellgate event. The GURPS
Space stats below are based on the TL7 Fission Rocket
description on VE36
0.5 space modules for GURPS Space
Thrust (tons)
Mass (tons)
Cost (M$)
Consumption (spaces/hour)
Fission Drive Slice/TL7
6.4
2.08
4.16
1.94W
Fission Drive Core/TL7
2.08
4.00
Should the Pentagram include access space to the engine? If sp, six
pentagrams will be required per engine space, otherwise two should suffice.
Just how radioactive would the exhaust be? "Somewhat" (VE36)
is hardly a quantitative measure, and if the lander is used it would be
nice to know how much effort would be required to decontaminate the landing
area.
LIFE SUPPORT: Theoretically each Astromancer could provide his
or her own life support using Purify/Create Air/Water spells (see template
on T71-73), but this could become rather tedious after a while. One
alternative might involve using magic to enhance mundane life support
technology.
Does the Purify Air spell "turn ``stale'' air into fresh
breathable air" [M34] by removing the carbon from the carbon
dioxide and leaving the oxygen behind, or does it destroy the entire
molecule? If the former, a limited lifesystem could be turned into a
full one b attaching a Purify Air grid [T17] and Purify Water hoop
[M39] to it. Any losses could be made up using the Create spells from
these colleges.
To prevent the bends, conventional spacecraft often use low
pressure atmospheres with the nitrogen gas either removed or replaced
with an inert gas. Could the Purify Air spell be adjusted to regard
nitrogen as a pollutant and remove it?
Could solid waste be recycled using Create Food and Banquet spells
to provide total life support?
During the trip itself, LS resources might be conserved by placing
most (if not all) of the crew in Suspended Animation. Of the 21 listed
crew, how many would be required to remain awake to maintain ship's
systems during the coasting period? Could some of the duties be carried
out using golems or animates? Could Mission Control (or the ship's
"awakened" computer) control these entities or awaken the
crew in an emergency?
Plant spells can be used with Hydroponics to provide a more natural
type of life support in a closed environment. This is more suited to
setting up the base than for the outbound trip, but a Plant Animate
makes an interesting alternative to a Golem and refreshes the air
besides.
COMMUNICATIONS:Section withdrawn pending review.
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